Basic Information |
Character Name : Height : Weight : Age : Alignment : Eyes : Hair : Size : Speed : |
Ability Scores |
Normal Conditional Strength : 10 (+0) Strength : 10 (+0) Dexterity : 10 (+0) Dexterity : 10 (+0) Constitution : 10 (+0) Constitution : 10 (+0) Intelligence : 10 (+0) Intelligence : 10 (+0) Wisdom : 10 (+0) Wisdom : 10 (+0) Charisma : 10 (+0) Charisma : 10 (+0) Carry Capacity : XXX lbs. Str x 15 Lift, Drag, Push : XXX lbs. Str x 30 |
Inspiration |
Personality Traits : Ideals : Bonds : Flaws : |
Combat Statistics |
Hit Points : XX Current HP : XX Proficiency : +X Temp HP : 0 Initiative : +X Total HD : XdX Death Saves Successes : [-],[-],[-] Failures : [-],[-],[-] Base Melee : +0 0 Prof + 0 Str + 0 misc Base Ranged : +0 0 Prof + 0 Dex + 0 misc Base Spell : +0 0 Prof + 0 Cha + 0 misc Armor Class : 10 XX armor + 0 shield + 0 Dex + 0 misc *Disadvantage on Stealth rolls |
Senses |
Passive Perception : 10 10 + 0 prof + 0 Wis + 0 misc Passive Investigation : 10 10 + 0 prof + 0 Int + 0 misc Passive Insight : 10 10 + 0 prof + 0 Wis + 0 misc Other Senses: (Darkvision, Low Light, scent...) |
Saving Throws |
Normal Strength : +0 0 prof + 0 Str + 0 misc Dexterity : +0 0 prof + 0 Dex + 0 misc Constitution : +0 0 prof + 0 Con + 0 misc Intelligence : +0 0 prof + 0 Int + 0 misc Wisdom : +0 0 prof + 0 Wis + 0 misc Charisma : +0 0 prof + 0 Cha + 0 misc Conditional Strength : +0 0 prof + 0 Str + 0 misc Dexterity : +0 0 prof + 0 Dex + 0 misc Constitution : +0 0 prof + 0 Con + 0 misc Intelligence : +0 0 prof + 0 Int + 0 misc Wisdom : +0 0 prof + 0 Wis + 0 misc Charisma : +0 0 prof + 0 Cha + 0 misc |
Skills and Languages |
[A] Means a character is always proficient in this skill. [C] Means a character has a conditional proficiency in this skill. [ ] Acrobatics : +0 0 prof + 0 Dex + 0 misc [ ] Animal Handling : +0 0 prof + 0 Wis + 0 misc [ ] Arcana : +0 0 prof + 0 Int + 0 misc [ ] Athletics : +0 0 prof + 0 Str + 0 misc [ ] Deception : +0 0 prof + 0 Cha + 0 misc [ ] History : +0 0 prof + 0 Int + 0 misc [ ] Insight : +0 0 prof + 0 Wis + 0 misc [ ] Intimidation : +0 0 prof + 0 Cha + 0 misc [ ] Investigation : +0 0 prof + 0 Int + 0 misc [ ] Medicine : +0 0 prof + 0 Wis + 0 misc [ ] Nature : +0 0 prof + 0 Int + 0 misc [ ] Perception : +0 0 prof + 0 Wis + 0 misc [ ] Performance : +0 0 prof + 0 Cha + 0 misc [ ] Persuasion : +0 0 prof + 0 Cha + 0 misc [ ] Religion : +0 0 prof + 0 Int + 0 misc [ ] Sleight of Hand ^ : +0 0 prof + 0 Dex + 0 misc [ ] Stealth : +0 0 prof + 0 Dex + 0 misc (Disadv with armor) [ ] Survival : +0 0 prof + 0 Wis + 0 misc Languages : Common, |
Training and Experience |
Armor : Weapons : |
Powers |
Money and Equipment |
Armor : Weapon : Weapon : Other Equipment : Uncommon Magic Item: Uncommon Magic Item: Rare Magic Item: Money : |
Magic |
X Spell Slots +X Spell Attack Modifier XX Spell Save DC Cantrips Known: Level 1 Known: Level 2 Known: Level 3 Known: * Means prepared |
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Blinding Strike. If you hit, your target must make a Constitution saving throw or become temporarily blinded. The creature can attempt another saving throw at the end of each of its turns to remove the blinded condition, or it can spend an action to end the effect.
Brutal Strike. If you hit your target, you score an additional weapon die of damage.
Delay Foe. If your attack hits, your target must succeed at a Wisdom saving throw or its next turn is delayed until last in the initiative order. After the creature’s next turn, it returns to its original place in the initiative order.
Demoralizing Display. If your attack hits, your nemesis must succeed at a Charisma saving throw or suffer disadvantage on its attacks until the end of its next turn.
Fatiguing Strike. If your attack hits, the target must make a Constitution saving throw or gain one level of exhaustion. If you accept disadvantage on your attack roll and hit, you can instead inflict two exhaustion levels if the target fails the save.
Flawed Defense. Your nemesis loses any Dexterity bonus to AC against your next attack.
Goading Strike. You can move your opponent 5 feet in any direction you choose. This forced movement does not provoke opportunity attacks and cannot be used to maneuver your foe into dangerous terrain.
Hobbling Attack. If you hit, the creature must make a Constitution saving throw or have its speed reduced by one-half. The creature can attempt another saving throw at the end of each of its turns to end this effect.
Painful Strike. If your attack hits, the target must make a Constitution saving throw or else it suffers disadvantage on your choice of Strength, Dexterity, or Constitution saving throws and ability checks until the end of the creature’s next turn. Creatures that do not feel pain (e.g., constructs and undead) are immune to this effect.
Vicious Wound. If your strike hits, your foe loses one weapon die’s worth of damage from bleeding at the start of each of its turns. The creature or one of its allies can staunch the bleeding as an action.
Creatures that don’t bleed, such as constructs and undead, are immune to this effect.